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  • 1
    UID:
    gbv_1778424856
    Format: 1 Online-Ressource (27 p.)
    ISBN: 9780367441234
    Content: Regional and local governments have long recognised the potential for films, television shows, novels and other media texts that are set in their city or country to attract tourists. Although there is a wealth of scholarship on how real-world locales are represented in digital games, to date scholars have largely overlooked the potential for videogames to likewise attract fans and ‘pilgrims’ to the locations in which they are set. This chapter addresses this gap through the case study of Yokosuka City in Japan, which has recognised the cult classic videogame Shenmue (Sega AM2, 1999) as a drawcard for tourists and fans outside the city. Through its ‘Sacred Spot Guide Map’, Yokosuka City officials provide a guide for tourists seeking to visit locations depicted in the game that contrasts their fictional and real-world counterparts and invites visitors to explore its spaces through affiliated promotion campaigns. Drawing on an analysis of the Guide Map, an interview with its creators and field observation in Yokosuka itself, we examine the potential for the Guide Map and other forms of city-funded videogame tourism to put cities overwise overlooked in travel guides and reviews ‘on the map’ and boost their local economy
    Note: English
    In: Games and Play in the Creative, Smart and Ecological City
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    Online Resource
    Online Resource
    London :Routledge, Taylor & Francis Group,
    UID:
    almahu_9949386620302882
    Format: 1 online resource (1 volume) : , illustrations (black and white)
    ISBN: 9781003007760 , 1003007767 , 9781000217759 , 1000217752 , 1000217787 , 9781000217728 , 1000217728 , 9781000217780
    Series Statement: Routledge research in sustainable urbanism
    Content: This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city's economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history.
    Additional Edition: Print version: GAMES AND PLAY IN THE CREATIVE, SMART AND ECOLOGICAL CITY. [Place of publication not identified] : ROUTLEDGE, 2020 ISBN 0367441233
    Language: English
    Keywords: Electronic books. ; Electronic books.
    Library Location Call Number Volume/Issue/Year Availability
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  • 3
    Online Resource
    Online Resource
    [Erscheinungsort nicht ermittelbar] : Taylor & Francis
    UID:
    gbv_1778426638
    Format: 1 Online-Ressource
    ISBN: 9780367441234 , 9781003007760
    Content: Regional and local governments have long recognised the potential for films, television shows, novels and other media texts that are set in their city or country to attract tourists. Although there is a wealth of scholarship on how real-world locales are represented in digital games, to date scholars have largely overlooked the potential for videogames to likewise attract fans and ‘pilgrims’ to the locations in which they are set. This chapter addresses this gap through the case study of Yokosuka City in Japan, which has recognised the cult classic videogame Shenmue (Sega AM2, 1999) as a drawcard for tourists and fans outside the city. Through its ‘Sacred Spot Guide Map’, Yokosuka City officials provide a guide for tourists seeking to visit locations depicted in the game that contrasts their fictional and real-world counterparts and invites visitors to explore its spaces through affiliated promotion campaigns. Drawing on an analysis of the Guide Map, an interview with its creators and field observation in Yokosuka itself, we examine the potential for the Guide Map and other forms of city-funded videogame tourism to put cities overwise overlooked in travel guides and reviews ‘on the map’ and boost their local economy
    Note: English
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 4
    Online Resource
    Online Resource
    London ; New York : Routledge, Taylor & Francis Group
    Show associated volumes
    UID:
    b3kat_BV047424220
    Format: 1 Online-Ressource
    ISBN: 9781003007760
    Note: Kapitel 3 "Promoting Yokosuka through videogame tourism" ist Open Access verfügbar.
    Additional Edition: Erscheint auch als Druck-Ausgabe, hbk ISBN 978-0-367-44123-4
    Language: English
    Keywords: Verstädterung ; Spiel ; Spielstätte ; Stadtplanung ; Smart City ; Aufsatzsammlung
    URL: Kapitel  (kostenfrei)
    Library Location Call Number Volume/Issue/Year Availability
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  • 5
    Online Resource
    Online Resource
    Taylor & Francis | London ; : Routledge, Taylor & Francis Group,
    UID:
    edocfu_9961426915002883
    Format: 1 online resource (281 pages) : , illustrations.
    Edition: 1st ed.
    ISBN: 1-00-300776-7 , 0-367-61819-2 , 1-000-21772-8 , 1-000-21778-7
    Series Statement: Routledge research in sustainable urbanism
    Content: Regional and local governments have long recognised the potential for films, television shows, novels and other media texts that are set in their city or country to attract tourists. Although there is a wealth of scholarship on how real-world locales are represented in digital games, to date scholars have largely overlooked the potential for videogames to likewise attract fans and ‘pilgrims’ to the locations in which they are set. This chapter addresses this gap through the case study of Yokosuka City in Japan, which has recognised the cult classic videogame Shenmue (Sega AM2, 1999) as a drawcard for tourists and fans outside the city. Through its ‘Sacred Spot Guide Map’, Yokosuka City officials provide a guide for tourists seeking to visit locations depicted in the game that contrasts their fictional and real-world counterparts and invites visitors to explore its spaces through affiliated promotion campaigns. Drawing on an analysis of the Guide Map, an interview with its creators and field observation in Yokosuka itself, we examine the potential for the Guide Map and other forms of city-funded videogame tourism to put cities overwise overlooked in travel guides and reviews ‘on the map’ and boost their local economy.
    Note: Cover -- Half Title -- Series -- Title -- Copyright -- Contents -- List of figures and tables -- List of contributors -- Acknowledgements -- Foreword -- 1 Introduction: connecting games, play and urban discourse -- Part I The creative and cultural economies of cities -- 2 Games, play and playfulness in the creative city: a brief overview -- 3 Promoting Yokosuka through videogame tourism: the Shenmue Sacred Spot Guide Map -- 4 Geogames for change: cocreating the future of cities with games -- Part II Smart and playable cities -- 5 Urban play in practice: seven lenses exploring the sociocultural value of playable cities -- 6 The postdigital playground: children's public play spaces in the smart city -- 7 Playful mobility and playable infrastructures in smart cities -- 8 In praise of stupid: games, play and ideology in the smart city -- 9 Expanded phenomenologies: leveraging game engines and virtual worlds in design research for the real -- Part III Ecological cities: sustainability and resilience -- 10 Modelling a critical resilience: board games and the agonism of engagement -- 11 Cocreation and participation for designing sustainable playable cities -- 12 Designing the whole Earth as a magic circle: Buckminster fuller's world game and Stewart brand's new games -- Index. , English
    Additional Edition: ISBN 0-367-44123-3
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 6
    Online Resource
    Online Resource
    Taylor & Francis | London ; : Routledge, Taylor & Francis Group,
    UID:
    edoccha_9961426915002883
    Format: 1 online resource (281 pages) : , illustrations.
    Edition: 1st ed.
    ISBN: 1-00-300776-7 , 0-367-61819-2 , 1-000-21772-8 , 1-000-21778-7
    Series Statement: Routledge research in sustainable urbanism
    Content: Regional and local governments have long recognised the potential for films, television shows, novels and other media texts that are set in their city or country to attract tourists. Although there is a wealth of scholarship on how real-world locales are represented in digital games, to date scholars have largely overlooked the potential for videogames to likewise attract fans and ‘pilgrims’ to the locations in which they are set. This chapter addresses this gap through the case study of Yokosuka City in Japan, which has recognised the cult classic videogame Shenmue (Sega AM2, 1999) as a drawcard for tourists and fans outside the city. Through its ‘Sacred Spot Guide Map’, Yokosuka City officials provide a guide for tourists seeking to visit locations depicted in the game that contrasts their fictional and real-world counterparts and invites visitors to explore its spaces through affiliated promotion campaigns. Drawing on an analysis of the Guide Map, an interview with its creators and field observation in Yokosuka itself, we examine the potential for the Guide Map and other forms of city-funded videogame tourism to put cities overwise overlooked in travel guides and reviews ‘on the map’ and boost their local economy.
    Note: Cover -- Half Title -- Series -- Title -- Copyright -- Contents -- List of figures and tables -- List of contributors -- Acknowledgements -- Foreword -- 1 Introduction: connecting games, play and urban discourse -- Part I The creative and cultural economies of cities -- 2 Games, play and playfulness in the creative city: a brief overview -- 3 Promoting Yokosuka through videogame tourism: the Shenmue Sacred Spot Guide Map -- 4 Geogames for change: cocreating the future of cities with games -- Part II Smart and playable cities -- 5 Urban play in practice: seven lenses exploring the sociocultural value of playable cities -- 6 The postdigital playground: children's public play spaces in the smart city -- 7 Playful mobility and playable infrastructures in smart cities -- 8 In praise of stupid: games, play and ideology in the smart city -- 9 Expanded phenomenologies: leveraging game engines and virtual worlds in design research for the real -- Part III Ecological cities: sustainability and resilience -- 10 Modelling a critical resilience: board games and the agonism of engagement -- 11 Cocreation and participation for designing sustainable playable cities -- 12 Designing the whole Earth as a magic circle: Buckminster fuller's world game and Stewart brand's new games -- Index. , English
    Additional Edition: ISBN 0-367-44123-3
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
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